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[HWR2] Nithian Magic User Class Variants
by Håvard
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As mentioned in this thread, the HWR2 Kingdom of Nithia sourcebook has some great ideas, but the execution of many of its rules could probably have been handled better.
I am starting a new thread specifically for the Magic User Class Variants from the book which are:
MAGIC USER
The Mage-Scribe (by the book version)
As Magic User, except:
- Illiteracy: Nithian characters must spend a skill slot in order to learn how to read and write. (This is a modification of the rule in the HW boxed set)
- Must have an INT score of 13 or higher.
- May not use Full Armor*. May use bracelet partial armor*
- Weapons limited to: Dagger, Throwing Dagger*, Short Sword, Staff, Throwing Stick*
- Gains mastery of one new Glyph per level.
- May identify a Glyph by rolling lower than the character's level on 1d20. Identifying one's own Glyphs is automatic.
- May cancel the effects of an identified Glyph with a successful Int Check.
*=See HWR2
Note: Like all HW characters, this class is limited by the spells available in the Hollow World.
Now, this one is obviously overpowered as it gains a bunch of new abilities and almost no downsides. I haven't quite figured out how powerful Glyph magic is yet, so I am not sure how much this class should be restricted? Could this Class variant be compared to the Gaz3 Secret Circles rather than as a class variant?
As Magic User, except:
*=See HWR2
- Illiteracy: Nithian characters must spend a skill slot in order to learn how to read and write. (This is a modification of the rule in the HW boxed set)
- May not use Full Armor*. May use bracelet partial armor*
- Weapons limited to: Dagger, Throwing Dagger*, Short Sword, Staff, Throwing Stick*
- May identify the effects of a Monolith before they affect him and his companions by rolling below his level on 1d20. On a 1, the PC will learn some special secret about the Monolith as determined by the DM.
- May cancel the effects of a Monolith by making a Saving Throw vs Spells. This effect lasts for 1 hour per level. Available at 5th level.
- May absorb the effects of a Monolith by making a Saving Throw vs. Spells.This effect lasts for 1 hour per level. Available at 10th level.
- May learn all Earth-based spells as if they were one level lower.
- Belongs to a secret society which may aid the character, but will punish him if he ever tries to leave them
- Gains the enmity of all aerial beings who will attack him on sight.
Note: Like all HW characters, this class is limited by the spells available in the Hollow World.
Again, I will have to try to understand the Monolith Magic before making a full evaluation about this class. Initially, it seems less powerful than the Mage-Scribe detailed above.As Magic User, except:
- Illiteracy: Nithian characters must spend a skill slot in order to learn how to read and write. (This is a modification of the rule in the HW boxed set)
- Must have INT of 16 or higher
- May not use Full Armor*. May use bracelet partial armor*
- Weapons limited to: Dagger, Throwing Dagger*, Short Sword, Staff, Throwing Stick*
- May identify any type of rock, by making an INT check (available at 1st. level)
- May discover secret doors by making an INT check (available at 5th level)
- Can understand how a Pyramid is constructed and understand whether a structure can hold Pyramid Magic on a successful INT check. (10th level)
- Can identify stone traps by making an INT Check (10th level)
- Can disarm stone traps by making an INT Check (15th level)
*=See HWR2
Note: Like all HW characters, this class is limited by the spells available in the Hollow World.
Initial thoughts is to give the trap like abilities at 1st level.